RimWorld

RimWorld

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Expanded Archite Genes
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Mod, 1.4, 1.5
File Size
Posted
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1.367 MB
Sep 23, 2023 @ 6:47am
May 2 @ 6:29am
14 Change Notes ( view )
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Expanded Archite Genes

In 2 collections by alite
Alite's Gene Mods
11 items
Expanded Biotech Style Genes
24 items
Description
Some of the genes in this mod require the EBSG Framework. If you choose to not install the framework, then those genes will just not be enabled. None of the other genes will be affected by this decision.

Expanded Biotech Style Genes(EBSG) is the step beyond More Biotech Style Genes. Where that series sought to expand ranges that already exist, this series seeks to add ranges that should exist. You get gene ranges that alter sleep fall rate, but why not a range for changing the rate it recovers? If you can have fire resistance genes, why not have genes to resist other types of damage like frostbite and acid?

Expanded Archite Genes seeks to extend the purpose of archite genes beyond their normal "weird ability" state by adding over 100 new genes to the normal ranges of genes. This mod goes through all of the ranges that More Biotech Style Genes and Expanded Biotech Style Genes expand upon, and adds 3 new options in each range where I believed they fit. The genes are added based on the specific mods you have enabled, so if you only have specific individual mods, you will only see the archite genes related to those mods.

The first archite level gene is approximately equal to the -4 metabolic efficiency gene in the same range, with some exceptions for standalone things like archite enhanced circadian ryhthm, and the occassional odd range, like beauty. These Archite genes will appear in the same area as the other genes in the range.

If you are using the individual mods instead of the All in Ones, these are the mods that have genes associated with them:

MBSG Mods:
Beauty
Cell Stability Genes
Climate Preference Genes
Drug Genes
Fertility Genes
Happiness Genes
Hemogenic Genes
Immunity Genes - Only moves the Archite Immunity gene to the health category
Movement
Pain Genes
Psychic Sensitivity Genes
Sleepy Genes
Study Genes
Toughness Genes
Toxic Genes
Violence
Wound Healing Genes

EBSG Mods:
Capacity Genes (Sight, Hearing, etc)
Carry Capacity Genes
Expanded Food Genes
Expanded Hemogenic Genes
Expanded Resistance Genes
Expanded Violence Genes
Mental Fortitude Genes
Productivity Genes
Expanded Social Genes

Require the EBSG Framework list:
Bleeding Genes
Environmental Preference Genes
Expanded Reproduction Genes
Expanded Deathrest Genes
Expanded Psychic Genes
Health Genes
Mechanitor Genes
More Aptitude Genes - These are in a separate archite aptitudes section because the vanilla aptitude gene system didn't allow for archite genes.
Slayer Genes

Easy link to all of my Rimworld mods

[github.com]
[ko-fi.com]
[discord.gg]
27 Comments
alite  [author] Feb 24 @ 12:21pm 
For anyone interested, I have a Discord poll [discord.gg] running at the moment regarding if I should make a More Biotech Style abilities mod. At the moment, I don't really have any big ideas for it, so if enough people respond yes to the poll, the server will also end up being a good place to pitch ability ideas you think would work well for the Biotech Style series because I'll be making a forum post to make a collection of them. Since the few ideas I have for it are boring, any input is appreciated.
alite  [author] Jan 28 @ 11:13am 
Updated Expanded Archite Genes to include 26 aptitude genes for those who have both the EBSG framework and More Aptitude Genes (or the MBSG all in one). These are in their own section called archite aptitudes because the vanilla aptitude gene system made making archite versions of them very difficult.
ChrisPikula Jan 16 @ 4:42pm 
Oh, yeah, it's off. It's an absolute bodge. But it worked for the moment, and an extraneous category is not the worst. When I'm trying to bodge a few hundred minor errors, no thinking fixes are best fixes. lol

Thanks for the quick fix! :-)
alite  [author] Jan 16 @ 2:05pm 
That's a bit off. I forgot that I'm using the AG food category when AG is enabled, so I just need to update the food patch. I'll have the fix uploaded momentarily.
ChrisPikula Jan 16 @ 11:26am 
For now, I just shoved
<GeneCategoryDef>
<defName>EBSG_Food</defName>
<label>eating</label>
<displayPriorityInXenotype>500.01</displayPriorityInXenotype>
</GeneCategoryDef>
into the top of EBSG_EatingSpeed.xml
Until the mod gets updated. :-p
ChrisPikula Jan 16 @ 11:25am 
I'm getting a weird error with

Could not resolve cross-reference: No Verse.GeneCategoryDef named EBSG_Food found to give to Verse.GeneDef EBSG_TerribleEatingSpeed
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

EBSGA_MinorArchiteEatingSpeed, EBSG_MinorEatingSpeed, EBSG_BadEatingSpeed, EBSGA_ArchiteEatingSpeed, EBSG_EatingSpeed, EBSGA_MajorArchiteEatingSpeed, EBSG_MajorEatingSpeed, EBSG_ExtremeEatingSpeed, EBSG_SuperEatingSpeed, EBSG_HyperEatingSpeed.

I've got
MGSG - All in One
Alpha Genes
Alpha Genes - Insectiod
EBSE Framework
EBSE - All In One
E A G (This)

I think what's happening is that the EBSG_Food category isn't being made, in EBSG_FoodPatch.xml, but EBSG_EatingSpeed.xml puts stuff into it anyway, via EBSG_EatingSpeedBase. Might want to just change the patch in EBSG_FoddPatch to target @parent="EBSG_EatingSpeedBase", use it as a catch all?
alite  [author] Jan 14 @ 2:09pm 
Added eating speed genes
Draxiss Nov 30, 2023 @ 3:03pm 
I just kind-of assumed that a +80% Night Vision Efficiency means that the pawn's night vision works 80% as well as it would in the day time.
alite  [author] Nov 30, 2023 @ 4:56am 
While I have added compatibility in Superhero Genes(albeit poorly), I'm not currently planning on adding it to the Biotech Style stuff personally because I don't know what stats would be considered balanced in CE. I don't know what CE changed or added, so I don't know how to balance it.
Draxiss Nov 30, 2023 @ 4:56am 
Here, I went ahead and made a compatibility patch for it: https://steamcommunity.com/sharedfiles/filedetails/?id=3100662123